;
;   CIVILIZATION GAME DATA--BABUR: THE MUGHALS
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Unavailable,        4,-2,  no,  nil, 3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Heavy Armor,        3,-2,  Che, nil, 3, 0    ; Amp
Astronomy,          4, 1,  no,  Mat, 1, 3    ; Ast
Pedia Tech,         4,-1,  no,  nil, 2, 3    ; Ato
European,           6,-1,  no,  no,  3, 4    ; Aut
Banking,            4, 1,  no,  no,  1, 1    ; Ban
Bridge Building,    4, 0,  nil, Cst, 0, 4    ; Bri
Hinduism,           6,-1,  no,  nil, 0, 4    ; Bro
Monasteries,        5, 0,  no,  Cst, 0, 2    ; Cer
Body Armor,         5,-1,  Met, nil, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Horse Armor,        5,-1,  Amp, nil, 3, 0    ; CA 
Mughal Dynasty,     5,-1,  no,  no, 2, 4    ; Cmb
Communism,          5, 0,  Phi, no,  2, 2    ; Cmn
Siege Warfare,      4, 1,  no,  Csc, 3, 4    ; Cmp
City Walls,         7,-1,  Cst, no,  2, 0    ; Csc
Construction,       4, 0,  Mas, no,  0, 4    ; Cst
Defense Work,       4, 0,  no,  Eco, 2, 1    ; Cor
Currency,           4, 1,  no,  nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, no,  2, 2    ; Dem
Early Cannon,       4, 1,  no,  Met, 2, 1    ; Eco
Koran Readings,     4, 0,  no,  Lit, 2, 4    ; E1 
Advanced Artillery, 4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Fall of Delhi,      3, 1,  no,  nil, 3, 2    ; Env
Intercontinal Trade,2,-1,  no,  nil, 3, 0    ; Esp
Oriental Trade,     5, 0,  no,  nil, 2, 4    ; Exp
Feudalism,          4,-1,  War, no,  0, 0    ; Feu
Oriental Tech,      4,-1,  no,  nil, 2, 4    ; Fli
Fundamentalism,     3,-2,  no,  Csc, 2, 2    ; Fun
Planting,           3, 0,  Rfg, nil, 3, 3    ; FP 
Islamic Trade,      3, 2,  Med, no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, no,  3, 0    ; Gue
Gunpowder,          8,-2,  no,  nil, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Architecture,       6, 0,  no,  Ban, 2, 1    ; Ind
Islam,              6, 0,  no,  nil, 1, 4    ; Inv
Iron Working,       5,-1,  no,  War, 0, 4    ; Iro
Rice Planting,      4,-1,  FP,  nil, 3, 2    ; Lab
Agriculture,        4, 0,  nil, nil, 3, 3    ; Las
Leadership,         5,-1,  Chi, no,  1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Cavalry forces,     4,-2,  Hor, no,  2, 4    ; Too
Elephant Warfare,   4,-1,  Too, nil, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Alchemy,            5, 0,  Med, nil, 3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, no,  1, 1    ; Med
Metallurgy,         6,-2,  Min, nil, 1, 0    ; Met
Metal Trade,        4, 1,  no,  no,  3, 4    ; Min
Pike Tactics,       8,-1,  nil, nil, 3, 0    ; Mob
Monarchy,           5, 1,  no,  CoL, 0, 2    ; Mon
Mosque Building,    5, 1,  Inv, Mas, 1, 2    ; MT 
Minnarets,          4, 0,  Inv, nil, 0, 2    ; Mys
Navigation,         6,-1,  no,  nil, 1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Ship Building,      3, 0,  Map, nil, 3, 3    ; NP 
Philosophy,         6, 1,  no,  Lit, 1, 2    ; Phi
Nobility,           4,-1,  Chi, nil, 1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Vijayanagar culture,4, 0,  no,  nil, 2, 4    ; Plu
Polytheism,         4, 0,  no,  Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no, no, 2, 1    ; RR 
Artificial Parks,   2, 1,  Cmb, nil, 3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Intensive Irrigation,3, 1,  Las, nil, 3, 1    ; Rfg
Family Communities, 5, 1,  no,  no, 0, 2    ; Rep
Ceremonial Burial,  5,-2,  Mas, Cmb,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Mining,             3,-2,  no,  nil, 3, 0    ; Sth
Dutch Colonization, 4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  no,  CoL, 0, 1    ; Tra
Academics,          5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  no,  no,  3, 3    ; FT 
NOT Rajput,         3, 0,  no,  no, 0, 0    ; U1 
NOT Mughal,         3, 0,  no,  no, 0, 0    ; U2 
NOT Portugese,      3, 0,  no,  no, 0, 0    ; U3 
Crossbow,           3, 0,  War, Che, 0, 0    ; X1 
Diplomacy,          3, 0,  Wri, Sea, 0, 0    ; X2 
British Colonization,3, 0,  no,  no, 0, 0    ; X3 
NOT British,        3, 0,  no,  no, 0, 0    ; X4 
European,           3, 0,  no,  no, 0, 0    ; X5 
French Colonization,3, 0,  no,  no, 0, 0    ; X6 
NOT French,         3, 0,  no,  no, 0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Monastery,                 4, 1,    no, 
Bazaar,                    8, 1,    Gen,
Koran School,              8, 1,    no, 
Courthouse,                8, 1,    CoL,
City Walls,                8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Gardens,                  12, 3,    no, 
Mosque,                   12, 3,    no, 
Library,                  16, 3,    Uni,
Mass Transit,             16, 4,    no, 
Temple,                   10, 4,    Cst,
Mill,                     20, 4,    nil,
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Smithy,                   16, 4,    Met,
Mine,                     24, 4,    no, 
Plantation,               16, 2,    no, 
Caravanserai,             16, 4,    no, 
Sewer System,             12, 2,    San,
Rice Fields,               8, 3,    Lab,
Market Place,             20, 5,    no, 
College,                  16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    Met,
Plantation,               32, 4,    FP, 
Harbor,                    6, 1,    Sea,
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
Taj Mahal,                20, 0,    Rob, 
Hampi,                    20, 0,    no, 
Connections to the West,  20, 0,    no, 
Lightfire of Mahabaliputram,20, 0,    nil,
Humayum Mausoleum,        30, 0,    Rob,
Khajuraho,                30, 0,    no, 
Lohawow,                  30, 0,    nil,
Jamia Masjid,             30, 0,   Cmb, 
King Richard's Crusade,   30, 0,    no, 
Vijnayagar Culture,       20, 0,    nil,
Tami Mosque,              40, 0,    no, 
Konarak,                  30, 0,    nil,
East India Company,       40, 0,    nil,
Shakespeare's Theatre,    30, 0,    no, 
Red Fort,                 40, 0,    Cmb, 
Churches of Goa,          40, 0,    nil,
Shalimar-Gardens,         40, 0,    Cmb, 
Portugese Landing Site,   40, 0,    nil,
Jahan's Architecture,     80, 0,    Cmb, 
Statue of Liberty,        40, 0,    no, 
Sanchi,                   30, 0,    nil,
Women's Suffrage,         60, 0,    no, 
Bengal Mines,             60, 0,    nil,
Manhattan Project,        60, 0,    no, 
Khyber Pass,              60, 0,    nil, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Taj Mahal
nil,        ; Hampi
nil,        ; Connections to the West
nil,        ; Lightfire of Mahabaliputram
nil,        ; Humayum Mausoleum
nil,        ; Khajuraho
nil,        ; Lohawow
nil,        ; Jamia Masjid
nil,        ; King Richard's Crusade
nil,        ; Vijnayagar Culture
nil,        ; Tami Mosque
nil,        ; Konarak
nil,        ; East India Company
nil,        ; Shakespeare's Theatre
nil,        ; Red Fort
nil,        ; Churches of Goa
nil,        ; Shalimar-Gardens
nil,        ; Portugese Landing Site
nil,        ; Jahan's Architecture
nil,        ; Statue of Liberty
nil,        ; Sanchi
nil,        ; Women's Suffrage
nil,        ; Bengal Mines
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     Ind, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Ind, 000000000000000
Rajput,       U1,  0,  1.,0,  5a,4d,  1h,1f,  1,0,  1, Rep, 000000000000000
Pikemen,      Inv, 0,  1.,0,  2a,4d,  2h,1f,  3,0,  1, Bro, 000000000000000
Pikemen,      Bro, 0,  1.,0,  2a,5d,  2h,1f,  3,0,  1, Inv, 000000000000000
Archers,      MT,  0,  1.,0,  4a,3d,  1h,1f,  4,0,  1, Inv, 000000000000000
Archers,      Inv, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Bro, 000000000000000
Amir,         U2,  0,  2.,0,  6a,4d,  2h,3f, 20,0,  0, Ato, 000001000000010
Fanatics,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  000100000000000
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, no,  000001000000010
Hindu General,Alp, 0,  2.,0,  5a,4d,  2h,2f, 20,0,  0, Ato, 000001000000000
Babur,        Alp, 0,  3.,0,  7a,6d,  3h,4f, 20,0,  0, Ato, 000010000000001
Cavalry,      Inv, 0,  2.,0,  5a,2d,  1h,2f,  7,0,  0, nil, 000000000000001
Isl. Horsemen,CA,  0,  3.,0,  6a,2d,  1h,2f,  8,0,  0, Inv, 000000000000001
Armored Cavalry,Too, 0,  2.,0,  6a,4d,  2h,2f, 10,0,  0, CA,  000000000000000
Pikemen,      U3,  0,  2.,0,  2a,6d,  1h,1f,  3,0,  1, Aut, 000010000000000
Adv. Pikemen, Bro, 0,  2.,0,  2a,6d,  1h,1f,  5,0,  1, Mob, 000010000000000
Elephant,     Aut, 0,  1.,0,  7a,3d,  1h,2f,  8,0,  0, Mag, 000000000000000
Crossbowmen,  nil, 0,  1.,0,  3a,5d,  2h,2f,  6,0,  1, X1,  000010000000000
Swordsmen,    Aut, 0,  1.,0,  4a,5d,  2h,1f,  8,0,  1, Amp, 000000000000000
Heavy Cavalry,U2,  0,  2.,0,  7a,2d,  2h,3f,  9,0,  0, Too, 000000000000000
Horse Archer, nil, 0,  2.,0,  6a,3d,  2h,1f,  6,0,  0, Ato, 000000000000000
Adv. Artillery,nil, 0,  1.,0,  9a,2d,  1h,4f, 12,0,  3, E2,  000000000000000
Handgunners,  nil, 0,  1.,0,  4a,4d,  3h,1f,  3,0,  0, Gun, 000000000000000
Early Artillery,U2,  0,  1.,0,  6a,1d,  1h,4f,  9,0,  3, Eco, 000000000000000
Siege Artillery,U2,  0,  1.,0, 10a,1d,  1h,3f, 20,0,  3, Ato, 000000001000000
Battering Ram,nil, 0,  1.,0,  8a,2d,  1h,3f,  8,0,  3, Cmp, 000000001000000
Peasants,     nil, 0,  1.,1,  4a,3d,  1h,1f, 20,0,  0, Ato, 000001000000010
Dutch Inf.,   X7, 0,  1.,0,  4a,4d,  2h,3f,  4,0,  1, SE, 000000000000000
Dutch Cav.,   X7, 0,  1.,0,  3a,4d,  2h,2f,  4,0,  1, SE,  000000000000000
Dutch Gen.,   X7, 0,  1.,0,  6a,2d,  1h,3f,  4,0,  0,SE,  000000000000000
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
Sailboat,     Aut, 2,  3.,0,  0a,1d,  1h,1f,  4,2,  4, Sea, 000000000100000
Caravel,      U3,  2,  3.,0,  0a,3d,  1h,1f,  4,4,  4, Aut, 000000000000000
Galleon,      U3,  2,  4.,0,  5a,2d,  2h,1f,  4,0,  2, Aut, 000000000000000
Frigate,      E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no,  000000000000000
Camel Riders, U1,  0,  2.,0,  4a,4d,  1h,1f,  6,0,  3, Rep, 000001000000011
Marath Guards,nil, 0,  1.,0,  1a,6d,  2h,1f,  6,0,  1, Rep, 100000000000001
Marath Warrior,nil, 0,  1.,0,  6a,2d,  1h,3f,  8,0,  3, Rep, 100000000000001
Persians,     nil, 0,  3.,0, 12a,6d,  2h,4f, 20,0,  0, Ato, 000000000000000
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Envoy,        X2,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Sea, 000000000000010
Diplomat,     Aut, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, X2,  000000000000011
Caravan,      Esp, 0,  3.,0,  0a,1d,  1h,1f,  5,0,  7, Gen, 000000000000010
Merchant,     nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Esp, 000000000000010
Trader,       Gen, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  7, Exp, 000000000000010
Akbar,        Alp, 0,  2.,0,  8a,5d,  2h,3f, 20,0,  0, Ato, 000000000000000
Afghans,      U2,  0,  2.,0,  4a,5d,  2h,1f,  7,0,  1, Cmb, 000000000000000
Shah Jahan,   Alp, 0,  2.,0,  6a,3d,  2h,3f, 20,0,  0, Ato, 000000000000000
British Inf., X4,  0,  1.,0,  4a,4d,  2h,3f,  4,0,  1, X3,  000000000000000
British Cav., X4,  0,  3.,0,  7a,2d,  1h,4f,  4,0,  0, X3,  000000000000000
British Gen., nil, 0,  1.,0,  9a,5d,  3h,4f,  4,0,  0, Ato, 000000000000000
French General,nil, 0,  0.,0,  9a,4d,  2h,4f,  4,0,  0, Ato, 000000000000000
Eur. Envoy,   Fli, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  6, X5,  000000000000010
Mountain Warrior,nil, 0,  1.,0,  2a,6d,  3h,1f,  4,0,  1, Ato, 000010000000000
French Infantry,X7, 0,  1.,0,  3a,4d,  2h,2f,  4,0,  1, X6,  000000000000000
French Cavalry,X7, 0,  1.,0,  6a,2d,  1h,3f,  4,0,  0, X6,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  7,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Valley,     1,2,  2,0,1,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Fields,     1,2,  3,1,2,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Mangrove,   2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Sugar Cane, 1,2,  2,0,1,
Grassland,  1,2,  2,1,0,
Cotton,     2,3,  0,2,3,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Tobacco,    1,2,  1,1,2,
Fruit,      2,2,  2,0,1,
Rice,       2,3,  3,0,3,
Monkey,     2,3,  2,1,1,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Peanuts,    2,4,  2,1,1,
Iron,       3,6,  0,4,0,
Figs,       1,2,  2,0,1,
Rice,       2,2,  3,0,3,
Spice,      2,3,  3,0,4,
Coffee,     2,3,  2,2,4,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Empire,         Sultan,      Sultan
Kingdom,        King,        Queen
Family Communi, Raj,         Raj
Empire,         Shah,        Shah

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Portugese,   Portugese,       1,  1,  1,     5, King, Queen
Hammurabi,    Ishtari,             0, 2, 0, Vijayanagari, Vijayanagari, -1, -1,  1,
Frederick II, Maria Theresa,       0, 3, 0, HINDU STATES,     Hindu,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Sultanate of Delhi, Sultanate of Delhi,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 0, Indians,     Indian,     1, 1,  1,     6, Shah, Shah,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Bantus,      Bantu,       1,  0,  0,
Louis XVI,    Joan of Arc,         0, 7, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VII,    Elizabeth I,         0, 2, 0, DUTCH/FRENCH,  DUTCH/FRENCH,     1,  1,  -1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Pakal,        Saek-K'uk',          1, 1, 0, Mayas,       Maya,       -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 5, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            0, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Emperor, Empress
Darius I,     Atossa,              0, 5, 0, Rajput/Maraths,Rajput/Marath,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Atawallpa,    Cusi Chimpu,         0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Salpeter,
Pepper,
Sugar,
Cottonwar,
Carpets,
Coffee,
Cinamon,
Dye,
Opium,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













